身臨其境型VR 市場:按設備類型、產品、應用、地區分類 - 到 2029 年的預測
市場調查報告書
商品編碼
1561094

身臨其境型VR 市場:按設備類型、產品、應用、地區分類 - 到 2029 年的預測

Immersive VR Market Market by Head-Mounted Displays (HMDs), Gesture Tracking Devices, Display Walls & Projectors, Sensors, Semiconductor Components, Position & Room Trackers, Displays and Cameras - Global Forecast to 2029

出版日期: | 出版商: MarketsandMarkets | 英文 239 Pages | 訂單完成後即時交付

價格

預計2024年全球身臨其境型VR市場規模將達101億美元,到2029年預計將達到349億美元,預測期內複合年成長率為28.0%。

身臨其境型VR 技術擴大融入企業(製造)、醫療保健、航太和國防等領域的訓練和模擬中,遊戲和娛樂領域對完全身臨其境型體驗的需求不斷成長,以及OLEDoS 等顯示技術的使用不斷增加,推動了市場成長。

調查範圍
調查年份 2020-2029
基準年 2023年
預測期 2024-2029
考慮單位 金額(十億美元)
按細分市場 按設備類型、產品、應用程式和區域
目標區域 北美、歐洲、亞太等地區

在預測期內,頭戴式顯示器 (HMD) 領域預計將以最高複合年成長率成長。由於頭顯在娛樂和遊戲中的使用,身臨其境型VR 設備變得越來越流行。身臨其境型VR 頭戴式顯示器讓遊戲玩家和娛樂愛好者可以進入深度互動的虛擬世界,在那裡他們可以探索、參與虛擬事物,並玩令人驚嘆的真實遊戲。隨著身臨其境型VR 內容生態系統的不斷形成,以及身臨其境型VR 頭戴式顯示器的資金籌措和採用的增加,該領域的進步正在加速。

預計軟體產業將在預測期內引領市場。這種擴張是由於身臨其境型VR 軟體在娛樂和遊戲之外找到了用途。身臨其境型VR 擴大用於醫療保健、教育、零售和汽車等領域的培訓、模擬和產品設計。身臨其境型VR 軟體產生虛擬世界,使用者可以在其中探索、互動和操作各種物件。

該報告探討了全球身臨其境型VR 市場,包括按設備類型、產品、應用、地區和市場參與者概況分類的趨勢。

目錄

第1章簡介

第2章調查方法

第3章執行摘要

第 4 章重要考察

第5章市場概況

  • 介紹
  • 市場動態
  • 影響客戶業務的趨勢/干擾
  • 價格分析
  • 供應鏈分析
  • 生態系分析
  • 投資金籌措場景
  • 技術分析
  • 專利分析
  • 貿易分析
  • 2024-2025年重大會議和活動
  • 案例研究分析
  • 關稅和監管狀況
  • 波特五力分析
  • 主要相關人員和採購標準
  • 人工智慧/生成式人工智慧對身臨其境型VR市場的影響

第 6 章身臨其境型VR 市場(按設備類型)

  • 介紹
  • 頭戴式顯示器
  • 手勢追蹤裝置
  • 投影機和顯示牆

第7章身臨其境型VR 市場(依產品分類)

  • 介紹
  • 硬體
  • 軟體

第8章身臨其境型VR 市場(按應用)

  • 介紹
  • 消費者
  • 商業的
  • 公司
  • 衛生保健
  • 航太/國防
  • 其他

第 9 章身臨其境型VR 市場(按地區)

  • 介紹
  • 北美洲
  • 歐洲
  • 亞太地區
  • 其他領域

第10章競爭格局

  • 概述
  • 主要參與企業的策略/秘密,2020-2024
  • 2019-2023年收益分析
  • 2023 年市場佔有率分析
  • 企業價值評估及財務指標
  • 品牌/產品比較
  • 企業評估矩陣:主要參與企業,2023
  • 企業評估矩陣:Start-Ups/小型企業,2023 年
  • 競爭場景

第11章 公司簡介

  • 主要參與企業
    • SONY GROUP CORPORATION
    • MICROSOFT
    • META
    • HTC CORPORATION
    • BYTEDANCE
    • DPVR
    • APPLE INC.
    • SAMSUNG ELECTRONICS CO., LTD.
    • BARCO
    • LENOVO
  • 其他公司
    • INTEL CORPORATION
    • ULTRALEAP
    • UNITY TECHNOLOGIES
    • PENUMBRA, INC.
    • FOVE INC
    • QUYTECH
    • HQSOFTWARE
    • INNOWISE
    • XRHEALTH IL LTD.
    • VECTION TECHNOLOGIES
    • MINDMAZE
    • VIRTUALLY LIVE
    • WORLDVIZ, INC.
    • VIRTUIX
    • NINTENDO

第12章附錄

Product Code: SE 9155

The global immersive VR market was valued at USD 10.1 billion in 2024 and is projected to reach USD 34.9 billion by 2029; it is expected to register a CAGR of 28.0% during the forecast period. Increasing integration of immersive VR technology in training & simulation in sectors such as enterprise (manufacturing), healthcare, and aerospace & defense, rising demand for fully immersive experiences in gaming & entertainment, and advancements in display technologies such as OLEDoS to drive the market growth.

Scope of the Report
Years Considered for the Study2020-2029
Base Year2023
Forecast Period2024-2029
Units ConsideredValue (USD Billion)
SegmentsBy Offering, Device type, Application, and Region
Regions coveredNorth America, Europe, APAC, RoW

"The Head-mounted Display (HMD's) segment is expected to grow at the highest CAGR during the forecast period."

During the forecast period, the Head-mounted Display (HMD) segment is anticipated to expand at the highest CAGR. Immersive VR gears are rising in popularity owing to the use of HMDs in entertainment and gaming. Gamers and entertainment enthusiasts can enter deep, interactive virtual worlds using immersive VR head-mounted displays, where they can explore, engage with virtual things, and play games that feel remarkably real. Thus, advances in this field have been accelerated by the formation of an expanding ecosystem of immersive VR content, as well as by the growth in funding and adoption of immersive VR head-mounted displays.

The software segment is likely to lead the immersive VR market during the forecast period

It is anticipated that the software segment would lead the market during the forecast period. The expansion is ascribed to immersive VR software finding uses outside of entertainment and games. Immersive VR is being used increasingly for training, simulations, and product design in sectors like healthcare, education, retail, and automotive. Immersive VR software generates virtual worlds that allow users to explore, interact, and manipulate various objects.

"The North America segment is likely to grow at the second highest CAGR during the forecast period."

The market in North America is expected to witness the second-highest CAGR during the forecast period. Adoption of immersive VR technology in various sectors especially in consumer application is expected to propel regional growth. Sectors like aerospace & defense, healthcare, consumer goods, and commercial industries are increasingly adopting immersive VR technologies for further advancements. Furthermore, the presence of established players offering immersive VR hardware and software in North America is expected to further strengthen its position in the overall market.

Breakdown of primaries

The study contains insights from various industry experts, ranging from component suppliers to Tier 1 companies and OEMs. The break-up of the primaries is as follows:

  • By Company Type - Tier 1 - 35%, Tier 2 - 45%, Tier 3 - 20%
  • By Designation- C-level Executives - 40%, Directors - 30%, Others - 30%
  • By Region-North America - 40%, Europe - 20%, Asia Pacific - 30%, RoW - 10%

The immersive VR market is dominated by a few globally established players such as Meta (US), Sony Group Corporation (Japan), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), and Penumbra, Inc. (US), and The study includes an in-depth competitive analysis of these key players in the immersive VR market, with their company profiles, recent developments, and key market strategies.

Research Coverage:

The report segments the immersive VR market and forecasts its size by technology, offering, device type, application, and region. The report also discusses the drivers, restraints, opportunities, and challenges pertaining to the market. It gives a detailed view of the market across four main regions-North America, Europe, Asia Pacific, and RoW. Supply chain analysis has been included in the report, along with the key players and their competitive analysis in the immersive VR ecosystem.

Key Benefits to Buy the Report:

  • Analysis of key drivers (Rapid adoption of digital technologies in healthcare and gaming & entertainment sectors, Growing popularity of the Metaverse, Technological advances such as emergence of OLEDoS display technology, Ease of availability of immersive VR content creation tools). Restraint (High energy consumption and latency issues, Health concerns associated with excessive use of immersive VR devices), Opportunity (Continuous developments in 5G technology, Increasing adoption in the education sector), Challenges (Lack of high-quality immersive experience, Requirement for additional gears for full immersion)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research and development activities, and new product launches in the immersive VR market.
  • Market Development: Comprehensive information about lucrative markets - the report analyses the immersive VR market across varied regions
  • Market Diversification: Exhaustive information about new products, untapped geographies, recent developments, and investments in the immersive VR market.
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and service offerings of leading players like Meta (US), Sony Group Corporation (Japan), HTC Corporation (Taiwan), ByteDance (China), DPVR (China), Samsung Electronics Co., Ltd. (South Korea), Microsoft (US), Unity Technologies (US), Barco (Belgium), and Penumbra, Inc. (US) among others in the immersive VR market.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 STUDY OBJECTIVES
  • 1.2 MARKET DEFINITION
  • 1.3 STUDY SCOPE
    • 1.3.1 MARKETS COVERED AND REGIONAL SNAPSHOT
    • 1.3.2 YEARS CONSIDERED
    • 1.3.3 INCLUSIONS AND EXCLUSIONS
  • 1.4 CURRENCY CONSIDERED
  • 1.5 UNITS CONSIDERED
  • 1.6 LIMITATIONS
  • 1.7 STAKEHOLDERS

2 RESEARCH METHODOLOGY

  • 2.1 INTRODUCTION
  • 2.2 RESEARCH DATA
    • 2.2.1 SECONDARY DATA
      • 2.2.1.1 Major secondary sources
      • 2.2.1.2 Key data from secondary sources
    • 2.2.2 PRIMARY DATA
      • 2.2.2.1 Key participants in primary interviews
      • 2.2.2.2 Breakdown of primary profiles
      • 2.2.2.3 Key data from primary sources
      • 2.2.2.4 Key industry insights
  • 2.3 FACTOR ANALYSIS
    • 2.3.1 SUPPLY-SIDE ANALYSIS
  • 2.4 MARKET SIZE ESTIMATION METHODOLOGY
    • 2.4.1 BOTTOM-UP APPROACH
      • 2.4.1.1 Bottom-up approach to calculate market size (demand side)
    • 2.4.2 TOP-DOWN APPROACH
      • 2.4.2.1 Top-down approach to calculate market size (supply side)
    • 2.4.3 GROWTH PROJECTIONS AND FORECAST-RELATED ASSUMPTIONS
  • 2.5 MARKET BREAKDOWN AND DATA TRIANGULATION
  • 2.6 RESEARCH ASSUMPTIONS
  • 2.7 RESEARCH LIMITATIONS
  • 2.8 RISK ASSESSMENT

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE GROWTH OPPORTUNITIES FOR PLAYERS IN IMMERSIVE VR MARKET
  • 4.2 IMMERSIVE VR MARKET FOR HARDWARE, BY COMPONENT
  • 4.3 IMMERSIVE VR MARKET, BY OFFERING
  • 4.4 IMMERSIVE VR MARKET, BY APPLICATION
  • 4.5 IMMERSIVE VR MARKET, BY DEVICE TYPE
  • 4.6 IMMERSIVE VR MARKET, BY REGION

5 MARKET OVERVIEW

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 Rising popularity of metaverse
      • 5.2.1.2 Advancements in display technology
      • 5.2.1.3 Increasing investments in immersive VR market
      • 5.2.1.4 Easy availability of content creation tools
      • 5.2.1.5 Growing adoption of immersive VR in education
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 Health issues associated with prolonged use of VR devices
      • 5.2.2.2 High energy consumption and latency issues
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Ongoing developments in 5G technology
      • 5.2.3.2 Expansion of travel & tourism industry
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Integration of real-time environmental data with immersive VR experiences
      • 5.2.4.2 Unsatisfactory user experience due to technological hurdles
  • 5.3 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • 5.4 PRICING ANALYSIS
    • 5.4.1 AVERAGE SELLING PRICE TREND OF KEY PLAYERS, BY DEVICE TYPE
    • 5.4.2 AVERAGE SELLING PRICE TREND, BY REGION
  • 5.5 SUPPLY CHAIN ANALYSIS
  • 5.6 ECOSYSTEM ANALYSIS
  • 5.7 INVESTMENT AND FUNDING SCENARIO
  • 5.8 TECHNOLOGY ANALYSIS
    • 5.8.1 KEY TECHNOLOGIES
      • 5.8.1.1 Motion tracking
      • 5.8.1.2 3D graphics rendering engines
    • 5.8.2 COMPLEMENTARY TECHNOLOGIES
      • 5.8.2.1 Artificial intelligence (AI) and machine learning (ML)
    • 5.8.3 ADJACENT TECHNOLOGIES
      • 5.8.3.1 5G and high-speed networking
      • 5.8.3.2 Extended reality (XR)
  • 5.9 PATENT ANALYSIS
  • 5.10 TRADE ANALYSIS
    • 5.10.1 IMPORT DATA (HS CODE 9504)
    • 5.10.2 EXPORT DATA (HS CODE 9504)
  • 5.11 KEY CONFERENCES AND EVENTS, 2024-2025
  • 5.12 CASE STUDY ANALYSIS
    • 5.12.1 HTC CORPORATION FACILITATES IMMERSIVE REMOTE COLLABORATION BETWEEN AUTOMOTIVE DESIGN TEAMS
    • 5.12.2 INNOWISE'S IMMERSIVE VR APP TRANSFORMS MANUFACTURING TRAINING PROCESS
    • 5.12.3 QUEST CREATES VIRTUAL FACTORY TOURS FOR NESTLE PURINA SALES TEAM
    • 5.12.4 FLAIM TRAINER PROVIDES COMPREHENSIVE TRAINING FOR FIREFIGHTERS
  • 5.13 TARIFF AND REGULATORY LANDSCAPE
    • 5.13.1 TARIFF ANALYSIS (HS CODE 9504)
    • 5.13.2 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
    • 5.13.3 REGULATORY STANDARDS
  • 5.14 PORTER'S FIVE FORCES ANALYSIS
    • 5.14.1 THREAT OF NEW ENTRANTS
    • 5.14.2 THREAT OF SUBSTITUTES
    • 5.14.3 BARGAINING POWER OF SUPPLIERS
    • 5.14.4 BARGAINING POWER OF BUYERS
    • 5.14.5 INTENSITY OF COMPETITIVE RIVALRY
  • 5.15 KEY STAKEHOLDERS AND BUYING CRITERIA
    • 5.15.1 KEY STAKEHOLDERS IN BUYING PROCESS
    • 5.15.2 BUYING CRITERIA
  • 5.16 IMPACT OF AI/GEN AI ON IMMERSIVE VR MARKET

6 IMMERSIVE VR MARKET, BY DEVICE TYPE

  • 6.1 INTRODUCTION
  • 6.2 HEAD-MOUNTED DISPLAYS
    • 6.2.1 RISING ADOPTION IN DIVERSE APPLICATIONS FOR TRAINING & SIMULATION TO DRIVE MARKET
  • 6.3 GESTURE-TRACKING DEVICES
    • 6.3.1 INCREASING USE IN HEALTHCARE AND GAMING TO FUEL MARKET GROWTH
      • 6.3.1.1 Data gloves
      • 6.3.1.2 Other gesture-tracking devices
  • 6.4 PROJECTORS & DISPLAY WALLS
    • 6.4.1 INCREASING DEMAND FOR COMMUNAL VR EXPERIENCES TO FOSTER MARKET GROWTH

7 IMMERSIVE VR MARKET, BY OFFERING

  • 7.1 INTRODUCTION
  • 7.2 HARDWARE
    • 7.2.1 SENSORS
      • 7.2.1.1 Ability to enhance VR immersive experiences to boost demand
      • 7.2.1.2 Accelerometers
      • 7.2.1.3 Gyroscopes
      • 7.2.1.4 Magnetometers
      • 7.2.1.5 Proximity sensors
    • 7.2.2 SEMICONDUCTOR COMPONENTS
      • 7.2.2.1 Increasing demand for high-quality content to drive demand
      • 7.2.2.2 Graphics processing units (GPUs)
      • 7.2.2.3 Headphones and speakers
      • 7.2.2.4 Controllers and processors
      • 7.2.2.5 Integrated circuits
    • 7.2.3 DISPLAYS & PROJECTORS
      • 7.2.3.1 Advancements in display technology to boost market
    • 7.2.4 POSITION & ROOM TRACKERS
      • 7.2.4.1 Increasing need to track user movement within virtual environments to drive market
    • 7.2.5 CAMERAS
      • 7.2.5.1 Growing demand for front-facing cameras in VR systems to fuel market
    • 7.2.6 OTHER COMPONENTS
  • 7.3 SOFTWARE
    • 7.3.1 CONTENT-RELATED SOFTWARE
      • 7.3.1.1 Ability to create 3D models and scene animation to boost demand
    • 7.3.2 VR PLATFORMS
      • 7.3.2.1 Ability to produce high-resolution, stereoscopic 3D visuals to spike demand
    • 7.3.3 SOFTWARE DEVELOPMENT KITS
      • 7.3.3.1 Significant demand for training simulations and mobile apps to drive market

8 IMMERSIVE VR MARKET, BY APPLICATION

  • 8.1 INTRODUCTION
  • 8.2 CONSUMER
    • 8.2.1 ADVANCEMENTS IN IMMERSIVE VR HARDWARE AND DECLINING COSTS TO DRIVE MARKET
    • 8.2.2 GAMING AND ENTERTAINMENT
    • 8.2.3 SPORTS
  • 8.3 COMMERCIAL
    • 8.3.1 NEED FOR IMPACTFUL ADVERTISING AND EFFECTIVE PROMOTIONS TO FUEL GROWTH
    • 8.3.2 RETAIL & ECOMMERCE
    • 8.3.3 EDUCATION & TRAINING
    • 8.3.4 TRAVEL & TOURISM
    • 8.3.5 ADVERTISING
  • 8.4 ENTERPRISE
    • 8.4.1 INCREASING USE OF IMMERSIVE VR DEVICES TO TRAIN WORKFORCE TO DRIVE MARKET
  • 8.5 HEALTHCARE
    • 8.5.1 GROWING USE FOR MEDICAL TRAINING AND PATIENT CARE TO BOOST MARKET
    • 8.5.2 SURGERY
    • 8.5.3 PATIENT CARE MANAGEMENT
    • 8.5.4 FITNESS MANAGEMENT
    • 8.5.5 PHARMACY MANAGEMENT
    • 8.5.6 MEDICAL TRAINING AND EDUCATION
  • 8.6 AEROSPACE & DEFENSE
    • 8.6.1 RISING USE OF IMMERSIVE VR IN TRAINING & SIMULATION TO DRIVE MARKET
  • 8.7 OTHER APPLICATIONS
    • 8.7.1 AUTOMOTIVE
    • 8.7.2 REAL ESTATE (ARCHITECTURE & BUILDING DESIGN)
    • 8.7.3 GEOSPATIAL MINING

9 IMMERSIVE VR MARKET, BY REGION

  • 9.1 INTRODUCTION
  • 9.2 NORTH AMERICA
    • 9.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA
    • 9.2.2 US
      • 9.2.2.1 Advancements in display technologies to drive market
    • 9.2.3 CANADA
      • 9.2.3.1 Expanding technology sector to propel market
    • 9.2.4 MEXICO
      • 9.2.4.1 Increasing adoption of immersive VR in training & simulation to drive market
  • 9.3 EUROPE
    • 9.3.1 MACROECONOMIC OUTLOOK FOR EUROPE
    • 9.3.2 GERMANY
      • 9.3.2.1 Increasing use of immersive VR in consumer applications to drive demand
    • 9.3.3 FRANCE
      • 9.3.3.1 Rising emphasis on online advertising to spur growth
    • 9.3.4 UK
      • 9.3.4.1 Investments in technology sector to boost market
    • 9.3.5 REST OF EUROPE
  • 9.4 ASIA PACIFIC
    • 9.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC
    • 9.4.2 CHINA
      • 9.4.2.1 Growth in gaming and video content industries to drive market
    • 9.4.3 INDIA
      • 9.4.3.1 Increasing awareness of advanced technologies to accelerate market
    • 9.4.4 JAPAN
      • 9.4.4.1 Growing demand for advanced technologies across sectors to fuel market
    • 9.4.5 SOUTH KOREA
      • 9.4.5.1 Digital transformation in enterprise sector to boost market
    • 9.4.6 REST OF ASIA PACIFIC
  • 9.5 ROW
    • 9.5.1 MACROECONOMIC OUTLOOK FOR ROW
    • 9.5.2 SOUTH AMERICA
      • 9.5.2.1 Expanding consumer market to create opportunities
    • 9.5.3 MIDDLE EAST & AFRICA
      • 9.5.3.1 Increasing adoption in healthcare to drive market
      • 9.5.3.2 GCC countries
      • 9.5.3.3 Rest of Middle East & Africa

10 COMPETITIVE LANDSCAPE

  • 10.1 OVERVIEW
  • 10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2020-2024
  • 10.3 REVENUE ANALYSIS, 2019-2023
  • 10.4 MARKET SHARE ANALYSIS, 2023
  • 10.5 COMPANY VALUATION AND FINANCIAL METRICS
  • 10.6 BRAND/PRODUCT COMPARISON
  • 10.7 COMPANY EVALUATION MATRIX: KEY PLAYERS, 2023
    • 10.7.1 STARS
    • 10.7.2 EMERGING LEADERS
    • 10.7.3 PERVASIVE PLAYERS
    • 10.7.4 PARTICIPANTS
    • 10.7.5 COMPANY FOOTPRINT: KEY PLAYERS, 2023
      • 10.7.5.1 Company footprint
      • 10.7.5.2 Offering footprint
      • 10.7.5.3 Device type footprint
      • 10.7.5.4 Application footprint
      • 10.7.5.5 Region footprint
  • 10.8 COMPANY EVALUATION MATRIX: STARTUPS/SMES, 2023
    • 10.8.1 PROGRESSIVE COMPANIES
    • 10.8.2 RESPONSIVE COMPANIES
    • 10.8.3 DYNAMIC COMPANIES
    • 10.8.4 STARTING BLOCKS
    • 10.8.5 COMPETITIVE BENCHMARKING: STARTUPS/SMES, 2023
      • 10.8.5.1 Detailed list of key startups/SMEs
      • 10.8.5.2 Competitive benchmarking of key startups/SMEs
  • 10.9 COMPETITIVE SCENARIO
    • 10.9.1 PRODUCT LAUNCHES AND ENHANCEMENTS
    • 10.9.2 DEALS

11 COMPANY PROFILES

  • 11.1 KEY PLAYERS
    • 11.1.1 SONY GROUP CORPORATION
      • 11.1.1.1 Business overview
      • 11.1.1.2 Products/Solutions/Services offered
      • 11.1.1.3 Recent developments
        • 11.1.1.3.1 Product launches and enhancements
        • 11.1.1.3.2 Deals
      • 11.1.1.4 MnM view
        • 11.1.1.4.1 Key strengths
        • 11.1.1.4.2 Strategic choices
        • 11.1.1.4.3 Weaknesses and competitive threats
    • 11.1.2 MICROSOFT
      • 11.1.2.1 Business overview
      • 11.1.2.2 Products/Solutions/Services offered
      • 11.1.2.3 Recent developments
        • 11.1.2.3.1 Deals
      • 11.1.2.4 MnM view
        • 11.1.2.4.1 Key strengths
        • 11.1.2.4.2 Strategic choices
        • 11.1.2.4.3 Weaknesses and competitive threats
    • 11.1.3 META
      • 11.1.3.1 Business overview
      • 11.1.3.2 Products/Solutions/Services offered
      • 11.1.3.3 Recent developments
        • 11.1.3.3.1 Product launches and enhancements
        • 11.1.3.3.2 Deals
      • 11.1.3.4 MnM view
        • 11.1.3.4.1 Key strengths
        • 11.1.3.4.2 Strategic choices
        • 11.1.3.4.3 Weaknesses and competitive threats
    • 11.1.4 HTC CORPORATION
      • 11.1.4.1 Business overview
      • 11.1.4.2 Products/Solutions/Services offered
      • 11.1.4.3 Recent developments
        • 11.1.4.3.1 Product launches and enhancements
        • 11.1.4.3.2 Deals
      • 11.1.4.4 MnM view
        • 11.1.4.4.1 Key strengths
        • 11.1.4.4.2 Strategic choices
        • 11.1.4.4.3 Weaknesses and competitive threats
    • 11.1.5 BYTEDANCE
      • 11.1.5.1 Business overview
      • 11.1.5.2 Products/Solutions/Services offered
      • 11.1.5.3 Recent developments
        • 11.1.5.3.1 Product launches and enhancements
        • 11.1.5.3.2 Deals
      • 11.1.5.4 MnM view
        • 11.1.5.4.1 Key strengths
        • 11.1.5.4.2 Strategic choices
        • 11.1.5.4.3 Weaknesses and competitive threats
    • 11.1.6 DPVR
      • 11.1.6.1 Business overview
      • 11.1.6.2 Products/Solutions/Services offered
      • 11.1.6.3 Recent developments
        • 11.1.6.3.1 Product launches and enhancements
        • 11.1.6.3.2 Deals
      • 11.1.6.4 MnM view
        • 11.1.6.4.1 Key strengths
        • 11.1.6.4.2 Strategic choices
        • 11.1.6.4.3 Weaknesses and competitive threats
    • 11.1.7 APPLE INC.
      • 11.1.7.1 Business overview
      • 11.1.7.2 Products/Solutions/Services offered
      • 11.1.7.3 Recent developments
        • 11.1.7.3.1 Product launches and enhancements
    • 11.1.8 SAMSUNG ELECTRONICS CO., LTD.
      • 11.1.8.1 Business overview
      • 11.1.8.2 Products/Solutions/Services offered
    • 11.1.9 BARCO
      • 11.1.9.1 Business overview
      • 11.1.9.2 Products/Solutions/Services offered
      • 11.1.9.3 Recent developments
        • 11.1.9.3.1 Product launches and enhancements
        • 11.1.9.3.2 Deals
    • 11.1.10 LENOVO
      • 11.1.10.1 Business overview
      • 11.1.10.2 Products/Solutions/Services offered
      • 11.1.10.3 Recent developments
        • 11.1.10.3.1 Product launches and enhancements
        • 11.1.10.3.2 Deals
  • 11.2 OTHER PLAYERS
    • 11.2.1 INTEL CORPORATION
    • 11.2.2 ULTRALEAP
    • 11.2.3 UNITY TECHNOLOGIES
    • 11.2.4 PENUMBRA, INC.
    • 11.2.5 FOVE INC
    • 11.2.6 QUYTECH
    • 11.2.7 HQSOFTWARE
    • 11.2.8 INNOWISE
    • 11.2.9 XRHEALTH IL LTD.
    • 11.2.10 VECTION TECHNOLOGIES
    • 11.2.11 MINDMAZE
    • 11.2.12 VIRTUALLY LIVE
    • 11.2.13 WORLDVIZ, INC.
    • 11.2.14 VIRTUIX
    • 11.2.15 NINTENDO

12 APPENDIX

  • 12.1 INSIGHTS FROM INDUSTRY EXPERTS
  • 12.2 DISCUSSION GUIDE
  • 12.3 KNOWLEDGESTORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 12.4 CUSTOMIZATION OPTIONS
  • 12.5 RELATED REPORTS
  • 12.6 AUTHOR DETAILS

List of Tables

  • TABLE 1 IMMERSIVE VR MARKET: GROWTH ASSUMPTIONS
  • TABLE 2 IMMERSIVE VR MARKET: RESEARCH ASSUMPTIONS
  • TABLE 3 IMMERSIVE VR MARKET: RISK ASSESSMENT
  • TABLE 4 AVERAGE SELLING PRICE TREND OF HMDS OFFERED BY KEY PLAYERS, 2020-2023 (USD)
  • TABLE 5 AVERAGE SELLING PRICE TREND OF GESTURE-TRACKING DEVICES OFFERED BY KEY PLAYERS, 2020-2023 (USD)
  • TABLE 6 AVERAGE SELLING PRICE TREND FOR HMDS, BY REGION, 2019-2023 (USD)
  • TABLE 7 IMMERSIVE VR MARKET: ROLE OF COMPANIES IN ECOSYSTEM
  • TABLE 8 IMMERSIVE VR-RELATED INNOVATIONS AND PATENT REGISTRATIONS, 2022-2023
  • TABLE 9 IMPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023
  • TABLE 10 EXPORT SCENARIO FOR HS CODE 9504-COMPLIANT PRODUCTS, BY COUNTRY, 2019-2023
  • TABLE 11 IMMERSIVE VR MARKET: KEY CONFERENCES AND EVENTS, 2024-2025
  • TABLE 12 MFN TARIFFS FOR HS CODE 9504-COMPLIANT PRODUCTS EXPORTED BY US, 2023
  • TABLE 13 NORTH AMERICA: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 14 EUROPE: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 15 ASIA PACIFIC: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 16 ROW: REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
  • TABLE 17 IMMERSIVE VR MARKET: IMPACT OF PORTER'S FIVE FORCES
  • TABLE 18 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING (%)
  • TABLE 19 KEY BUYING CRITERIA, BY OFFERING
  • TABLE 20 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 21 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 22 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (THOUSAND UNITS)
  • TABLE 23 IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (THOUSAND UNITS)
  • TABLE 24 IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 25 IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 26 HARDWARE: IMMERSIVE VR MARKET, BY COMPONENT, 2020-2023 (USD MILLION)
  • TABLE 27 HARDWARE: IMMERSIVE VR MARKET, BY COMPONENT, 2024-2029 (USD MILLION)
  • TABLE 28 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS, BY COMPONENT, 2020-2023 (USD MILLION)
  • TABLE 29 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS, BY COMPONENT, 2024-2029 (USD MILLION)
  • TABLE 30 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES, BY COMPONENT, 2020-2023 (USD MILLION)
  • TABLE 31 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES, BY COMPONENT, 2024-2029 (USD MILLION)
  • TABLE 32 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS, BY COMPONENT, 2020-2023 (USD MILLION)
  • TABLE 33 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS, BY COMPONENT, 2024-2029 (USD MILLION)
  • TABLE 34 HARDWARE: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 35 HARDWARE: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 36 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 37 HARDWARE: IMMERSIVE VR MARKET FOR HEAD-MOUNTED DISPLAYS, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 38 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 39 HARDWARE: IMMERSIVE VR MARKET FOR GESTURE-TRACKING DEVICES, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 40 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 41 HARDWARE: IMMERSIVE VR MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 42 SENSORS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 43 SENSORS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 44 SEMICONDUCTOR COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 45 SEMICONDUCTOR COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 46 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 47 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 48 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, TECHNOLOGY, 2020-2023 (USD MILLION)
  • TABLE 49 DISPLAYS & PROJECTORS: IMMERSIVE VR MARKET, BY TECHNOLOGY, 2024-2029 (USD MILLION)
  • TABLE 50 POSITION & ROOM TRACKERS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 51 POSITION & ROOM TRACKERS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 52 CAMERAS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 53 CAMERAS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 54 OTHER COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 55 OTHER COMPONENTS: IMMERSIVE VR MARKET, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 56 SOFTWARE: IMMERSIVE VR MARKET, BY TYPE, 2020-2023 (USD MILLION)
  • TABLE 57 SOFTWARE: IMMERSIVE VR MARKET, BY TYPE, 2024-2029 (USD MILLION)
  • TABLE 58 SOFTWARE: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 59 SOFTWARE: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 60 IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 61 IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 62 CONSUMER: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 63 CONSUMER: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 64 CONSUMER: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 65 CONSUMER: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 66 CONSUMER: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 67 CONSUMER: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 68 CONSUMER: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 69 CONSUMER: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 70 CONSUMER: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 71 CONSUMER: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 72 CONSUMER: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 73 CONSUMER: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 74 CONSUMER: IMMERSIVE VR MARKET IN ROW, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 75 CONSUMER: IMMERSIVE VR MARKET IN ROW, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 76 CONSUMER: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 77 CONSUMER: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 78 COMMERCIAL: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 79 COMMERCIAL: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 80 COMMERCIAL: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 81 COMMERCIAL: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 82 COMMERCIAL: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 83 COMMERCIAL: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 84 COMMERCIAL: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 85 COMMERCIAL: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 86 COMMERCIAL: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 87 COMMERCIAL: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 88 COMMERCIAL: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 89 COMMERCIAL: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 90 COMMERCIAL: IMMERSIVE VR MARKET IN ROW, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 91 COMMERCIAL: IMMERSIVE VR MARKET IN ROW, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 92 COMMERCIAL: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 93 COMMERCIAL: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 94 ENTERPRISE: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 95 ENTERPRISE: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 96 ENTERPRISE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 97 ENTERPRISE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 98 ENTERPRISE: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 99 ENTERPRISE: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 100 ENTERPRISE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 101 ENTERPRISE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 102 ENTERPRISE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 103 ENTERPRISE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 104 ENTERPRISE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 105 ENTERPRISE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 106 ENTERPRISE: IMMERSIVE VR MARKET IN ROW, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 107 ENTERPRISE: IMMERSIVE VR MARKET IN ROW, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 108 ENTERPRISE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 109 ENTERPRISE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 110 HEALTHCARE: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 111 HEALTHCARE: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 112 HEALTHCARE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 113 HEALTHCARE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 114 HEALTHCARE: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 115 HEALTHCARE IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 116 HEALTHCARE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 117 HEALTHCARE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 118 HEALTHCARE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 119 HEALTHCARE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 120 HEALTHCARE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 121 HEALTHCARE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 122 HEALTHCARE: IMMERSIVE VR MARKET IN ROW, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 123 HEALTHCARE: IMMERSIVE VR MARKET IN ROW, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 124 HEALTHCARE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 125 HEALTHCARE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 126 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 127 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 128 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 129 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 130 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 131 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 132 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 133 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 134 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 135 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 136 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 137 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 138 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ROW, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 139 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN ROW, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 140 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 141 AEROSPACE & DEFENSE: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 142 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 143 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 144 OTHER APPLICATIONS: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2020-2023 (USD MILLION)
  • TABLE 145 OTHER APPLICATIONS: IMMERSIVE VR MARKET FOR HARDWARE, BY DEVICE TYPE, 2024-2029 (USD MILLION)
  • TABLE 146 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY OFFERING, 2020-2023 (USD MILLION)
  • TABLE 147 OTHER APPLICATIONS: IMMERSIVE VR MARKET, BY OFFERING, 2024-2029 (USD MILLION)
  • TABLE 148 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 149 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN NORTH AMERICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 150 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 151 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN EUROPE, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 152 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 153 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ASIA PACIFIC, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 154 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ROW, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 155 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN ROW, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 156 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 157 OTHER APPLICATIONS: IMMERSIVE VR MARKET IN MIDDLE EAST & AFRICA, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 158 IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 159 IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 160 NORTH AMERICA: IMMERSIVE VR MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 161 NORTH AMERICA: IMMERSIVE VR MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 162 NORTH AMERICA: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 163 NORTH AMERICA: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 164 EUROPE: IMMERSIVE VR MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 165 EUROPE: IMMERSIVE VR MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 166 EUROPE: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 167 EUROPE: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 168 ASIA PACIFIC: IMMERSIVE VR MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 169 ASIA PACIFIC: IMMERSIVE VR MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 170 ASIA PACIFIC: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 171 ASIA PACIFIC: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 172 ROW: IMMERSIVE VR MARKET, BY REGION, 2020-2023 (USD MILLION)
  • TABLE 173 ROW: IMMERSIVE VR MARKET, BY REGION, 2024-2029 (USD MILLION)
  • TABLE 174 ROW: IMMERSIVE VR MARKET, BY APPLICATION, 2020-2023 (USD MILLION)
  • TABLE 175 ROW: IMMERSIVE VR MARKET, BY APPLICATION, 2024-2029 (USD MILLION)
  • TABLE 176 MIDDLE EAST & AFRICA: IMMERSIVE VR MARKET, BY COUNTRY, 2020-2023 (USD MILLION)
  • TABLE 177 MIDDLE EAST & AFRICA: IMMERSIVE VR MARKET, BY COUNTRY, 2024-2029 (USD MILLION)
  • TABLE 178 IMMERSIVE VR MARKET: KEY STRATEGIES ADOPTED BY LEADING PLAYERS, 2020-2024
  • TABLE 179 IMMERSIVE VR MARKET: DEGREE OF COMPETITION, 2023
  • TABLE 180 IMMERSIVE VR MARKET: OFFERING FOOTPRINT
  • TABLE 181 IMMERSIVE VR MARKET: DEVICE TYPE FOOTPRINT
  • TABLE 182 IMMERSIVE VR MARKET: APPLICATION FOOTPRINT
  • TABLE 183 IMMERSIVE VR MARKET: REGION FOOTPRINT
  • TABLE 184 IMMERSIVE VR MARKET: KEY STARTUPS/SMES
  • TABLE 185 IMMERSIVE VR MARKET: COMPETITIVE BENCHMARKING OF KEY STARTUPS/SMES
  • TABLE 186 IMMERSIVE VR MARKET: PRODUCT LAUNCHES AND ENHANCEMENTS, FEBRUARY 2020-JUNE 2024
  • TABLE 187 IMMERSIVE VR MARKET: DEALS, FEBRUARY 2020-JUNE 2024
  • TABLE 188 SONY GROUP CORPORATION: COMPANY OVERVIEW
  • TABLE 189 SONY GROUP CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 190 SONY GROUP CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 191 SONY GROUP CORPORATION: DEALS
  • TABLE 192 MICROSOFT: COMPANY OVERVIEW
  • TABLE 193 MICROSOFT: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 194 MICROSOFT: DEALS
  • TABLE 195 META: COMPANY OVERVIEW
  • TABLE 196 META: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 197 META: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 198 META: DEALS
  • TABLE 199 HTC CORPORATION: COMPANY OVERVIEW
  • TABLE 200 HTC CORPORATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 201 HTC CORPORATION: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 202 HTC CORPORATION: DEALS
  • TABLE 203 BYTEDANCE: COMPANY OVERVIEW
  • TABLE 204 BYTEDANCE: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 205 BYTEDANCE: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 206 BYTEDANCE: DEALS
  • TABLE 207 DPVR: COMPANY OVERVIEW
  • TABLE 208 DPVR: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 209 DPVR: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 210 DPVR: DEALS
  • TABLE 211 APPLE INC.: COMPANY OVERVIEW
  • TABLE 212 APPLE INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 213 APPLE INC.: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 214 SAMSUNG ELECTRONICS CO., LTD.: COMPANY OVERVIEW
  • TABLE 215 SAMSUNG ELECTRONICS CO., LTD.: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 216 BARCO: COMPANY OVERVIEW
  • TABLE 217 BARCO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 218 BARCO: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 219 BARCO: DEALS
  • TABLE 220 LENOVO: COMPANY OVERVIEW
  • TABLE 221 LENOVO: PRODUCTS/SOLUTIONS/SERVICES OFFERED
  • TABLE 222 LENOVO: PRODUCT LAUNCHES AND ENHANCEMENTS
  • TABLE 223 LENOVO: DEALS

List of Figures

  • FIGURE 1 MARKET SEGMENTATION
  • FIGURE 2 IMMERSIVE VR MARKET: RESEARCH DESIGN
  • FIGURE 3 IMMERSIVE VR MARKET: RESEARCH APPROACH
  • FIGURE 4 REVENUE GENERATED FROM SALES OF IMMERSIVE VR SOLUTIONS
  • FIGURE 5 IMMERSIVE VR MARKET: SUPPLY-SIDE ANALYSIS
  • FIGURE 6 IMMERSIVE VR MARKET: BOTTOM-UP APPROACH
  • FIGURE 7 IMMERSIVE VR MARKET: TOP-DOWN APPROACH
  • FIGURE 8 IMMERSIVE VR MARKET: DATA TRIANGULATION
  • FIGURE 9 IMMERSIVE VR MARKET, 2020-2029 (USD MILLION)
  • FIGURE 10 SOFTWARE SEGMENT TO LEAD MARKET BETWEEN 2024 AND 2029
  • FIGURE 11 GESTURE-TRACKING DEVICES SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 12 CONSUMER SEGMENT TO DOMINATE MARKET DURING FORECAST PERIOD
  • FIGURE 13 IMMERSIVE VR MARKET IN ASIA PACIFIC TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD
  • FIGURE 14 RISING ADOPTION OF IMMERSIVE VR FOR TRAINING PURPOSES TO DRIVE MARKET
  • FIGURE 15 DISPLAYS & PROJECTORS TO CAPTURE LARGEST MARKET SHARE FROM 2024 TO 2029
  • FIGURE 16 SOFTWARE SEGMENT TO COMMAND MARKET DURING FORECAST PERIOD
  • FIGURE 17 CONSUMER SEGMENT TO ACCOUNT FOR LADRGEST MARKET SHARE DURING FORECAST PERIOD
  • FIGURE 18 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET FROM 2024 TO 2029
  • FIGURE 19 ASIA PACIFIC TO ACCOUNT FOR LARGEST MARKET SIZE IN 2029
  • FIGURE 20 IMMERSIVE VR MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
  • FIGURE 21 IMPACT OF DRIVERS
  • FIGURE 22 IMPACT OF RESTRAINTS
  • FIGURE 23 IMPACT OF OPPORTUNITIES
  • FIGURE 24 IMPACT OF CHALLENGES
  • FIGURE 25 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
  • FIGURE 26 AVERAGE SELLING PRICE TREND FOR DEVICES OFFERED BY KEY PLAYERS
  • FIGURE 27 AVERAGE SELLING PRICE TREND FOR HMDS, BY REGION, 2020-2023
  • FIGURE 28 IMMERSIVE VR MARKET: SUPPLY CHAIN ANALYSIS
  • FIGURE 29 IMMERSIVE VR MARKET: ECOSYSTEM ANALYSIS
  • FIGURE 30 IMMERSIVE VR MARKET: INVESTMENT AND FUNDING SCENARIO, 2019-2023
  • FIGURE 31 IMMERSIVE VR MARKET: PATENT ANALYSIS, 2013-2023
  • FIGURE 32 IMPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS FOR TOP FIVE COUNTRIES, 2019-2023
  • FIGURE 33 EXPORT DATA FOR HS CODE 9504-COMPLIANT PRODUCTS FOR TOP FIVE COUNTRIES, 2019-2023
  • FIGURE 34 IMMERSIVE VR MARKET: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 35 IMMERSIVE VR MARKET: IMPACT OF PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 36 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY OFFERING
  • FIGURE 37 KEY BUYING CRITERIA, BY OFFERING
  • FIGURE 38 IMPACT OF AI/GEN AI ON IMMERSIVE VR MARKET
  • FIGURE 39 HEAD-MOUNTED DISPLAYS SEGMENT TO DOMINATE MARKET BETWEEN 2024 AND 2029
  • FIGURE 40 SOFTWARE SEGMENT TO LEAD MARKET BETWEEN 2024 AND 2029
  • FIGURE 41 DISPLAYS & PROJECTORS SEGMENT TO DOMINATE MARKET DURING FORECAST PERIOD
  • FIGURE 42 CONTENT-RELATED SOFTWARE TO LEAD MARKET BETWEEN 2024 AND 2029
  • FIGURE 43 CONSUMER APPLICATION TO DOMINATE MARKET BETWEEN 2024 AND 2029
  • FIGURE 44 ASIA PACIFIC TO RECORD HIGHEST CAGR IN IMMERSIVE VR MARKET BETWEEN 2024 AND 2029
  • FIGURE 45 CHINA TO REGISTER HIGHEST CAGR IN GLOBAL IMMERSIVE VR MARKET BETWEEN 2024 AND 2029
  • FIGURE 46 NORTH AMERICA: IMMERSIVE VR MARKET SNAPSHOT
  • FIGURE 47 EUROPE: IMMERSIVE VR MARKET SNAPSHOT
  • FIGURE 48 ASIA PACIFIC: IMMERSIVE VR MARKET SNAPSHOT
  • FIGURE 49 ROW: IMMERSIVE VR MARKET SNAPSHOT
  • FIGURE 50 IMMERSIVE VR MARKET: REVENUE ANALYSIS OF TOP PLAYERS, 2019-2023
  • FIGURE 51 IMMERSIVE VR MARKET SHARE ANALYSIS, 2023
  • FIGURE 52 IMMERSIVE VR MARKET: COMPANY VALUATION
  • FIGURE 53 IMMERSIVE VR MARKET: FINANCIAL METRICS (EV/EBITDA)
  • FIGURE 54 IMMERSIVE VR MARKET: BRAND/PRODUCT COMPARISON
  • FIGURE 55 IMMERSIVE VR MARKET: COMPANY EVALUATION MATRIX (KEY PLAYERS), 2023
  • FIGURE 56 IMMERSIVE VR MARKET: COMPANY FOOTPRINT
  • FIGURE 57 IMMERSIVE VR MARKET: COMPANY EVALUATION MATRIX (STARTUPS/SMES), 2023
  • FIGURE 58 SONY GROUP CORPORATION: COMPANY SNAPSHOT
  • FIGURE 59 MICROSOFT: COMPANY SNAPSHOT
  • FIGURE 60 META: COMPANY SNAPSHOT
  • FIGURE 61 HTC CORPORATION: COMPANY SNAPSHOT
  • FIGURE 62 APPLE INC.: COMPANY SNAPSHOT
  • FIGURE 63 SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
  • FIGURE 64 BARCO: COMPANY SNAPSHOT
  • FIGURE 65 LENOVO: COMPANY SNAPSHOT